#version 330 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;


in VS_OUT {
	vec3 FragPos;
	vec3 Normal;
	vec2 TexCoords;
} fs_in;

struct Light {
	vec3 Position;
	vec3 Color;
};

uniform Light lights[4];
uniform sampler2D diffuseTexture;
uniform vec3 viewPos;


void main()
{
	vec3 color = texture(diffuseTexture, fs_in.TexCoords).rgb;
	vec3 normal = normalize(fs_in.Normal);
	//ambient
	vec3 ambient = 0.0 * color;
	//lighting
	vec3 lighting = vec3(0.0);
	vec3 viewDir = normalize(viewPos - fs_in.FragPos);
	for(int i = 0; i < 4; i++)
	{
		vec3 lightDir = normalize(lights[i].Position - fs_in.FragPos);
		float diff = max(dot(lightDir, normal), 0.0);
		vec3 result = lights[i].Color * diff * color;
		float distance = length(fs_in.FragPos - lights[i].Position);
		result *= 1.0 / (distance * distance);
		lighting += result;
	}

	vec3 result = ambient + lighting;
	float brightness = dot(result, vec3(0.2126, 0.7152, 0.0722));
	if(brightness > 1.0)
		BrightColor = vec4(result, 1.0);
	else
		BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
	FragColor = vec4(result, 1.0);
	FragColor = texture(diffuseTexture, fs_in.TexCoords);
}